GAME RULE INFORMATION
REQUIREMENTS
Gender: Female Only
Alignment: Non-Chaotic, Non-Evil
Caster Level: 5th Level
Ability: A Charisma of atleast 15
Special: Must join a Bene Gesserit Chapterhouse and undergo the Nerve Induction Pain Ceremony and survive.
Class Statistics
Hit Die: d4.
Class Skills: The Bene Gesserit’s class skills (and the key ability for each skill) are Appraise(Int), Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Gather Information (Cha), Heal (Wis), Intimidate (Cha), Jump (Str), Knowledge (all skills, taken individually) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Sense Motive (Wis), Speak Language (Int), Spellcraft (Int), Spot (Wis), Survival (Wis), and Use Magic Device (Cha).
Skill Points at Each Additional Level: 4 + Int modifier.
Class Features
All of the following are class features of the Bene Gesserit Adept.
Weapon and Armor Proficiency: Bene Gesserit Adepts gain no new proficiencies.
Gesserit Sign: (Ex) [1st Level]: The Adept gains a free bonus language, Bene Gesserit Sign Language
The Voice: (Ex) [1st Level]: At 1st level, an Adept can use powerful suggestions to command others. As a full-round action, a Bene Gesserit Adept can attempt to crush the will of an opponent, forcing them to do her bidding. The Adept can only attempt Voice on one target at a time, and the target must be within 30 feet and able to see, hear, and understand the Adept. A target that fails a Will save (DC 10 + Adept’s level + Cha Modifier) becomes unable to do anything except obey the Adept for 1 round for each Bene Gesserit Adept level. The commanded target temporarily loses all previous allegiances and adopts a singular, unswerving allegiance to the Adept. If the Adept commands its target to do something blatantly self-destructive, the target can make a Will save to break the Adept’s control at the same DC with a +4 bonus to resist. If the save succeeds, the target becomes free-willed and regains its previous allegiances. The Adept can select from the following sample commands:
If for whatever reason the subject can not carry out the caster’s command on his next turn, the Voice automatically fails.
Litany Against Fear: (Ex) [6th Level]: The Adept adds ½ her Bene Gesserit level to all will saves against fear effects.
Minutae: (Ex) [6th Level]: At 6th level, the Bene Gesserit has trained her senses to notice minute details in body language, speech and posture that others wouldn’t. The Adept gains a Competence bonus equal to ½ her Bene Gesserit levels, to all Spot and Sense Motive checks
Internal organic-chemical control: (Ex) [11th Level] The Adept gains immunity to all poisons, a +2 resistance bonus to diseases, and the ability to control their Menstrual Cycle completely deciding whether a sexual encounter will result in conception, the gender of the child, and whether the child will be carried to term.
Minor Weirding Abilities: [2nd, 3rd, 7th, 8th, 12th, 13th Level]:
An Adept gains a +1 Level to any spellcasting class.
The Adept gains a +1 insight bonus on all Charisma-based skill checks.
The Adept has a knack for being sensitive to the feelings of others without having those feelings or thoughts communicated in any objectively explicit manner. This innate talent provides a +1 circumstance bonus on checks involving interaction skills (Bluff, Diplomacy, Handle Animal, Intimidate, Perform, and Sense Motive), provided they spend at least 1 minute observing their target prior to making the skill check.
The Adept has a way with words when attempting to manipulate a person. With this ability, she may apply ½ her Bene Gesserit level as a bonus on any Bluff, Diplomacy, or Intimidate check three times per day.
Combining their training in Bene Gesserit combat arts and attention to anatomy, the Adept is able to make devastating attacks. She gains a sneak attack just as a rogue. Her sneak attack differs only in that it is just +2d6 points of damage as she lacks the specialized training that a rogue has but otherwise follows all the same rules.
Lesser Weirding Abilites: [4th, 9th, 14th Levels]:
The Adept gains a Flurry of Blows Attack as that of a Monk equal to half her level.
The Adept increases their movement by 5 feet for every three levels of Bene Gesserit they have.
The Adept gains the Greater Spell Focus Feat.
The Adept gains the Greater Spell Penetration Feat
An Adept gains a +1 Level to any spellcasting class.
The Adept retains her Dexterity bonus to Defense regardless of being caught flat-footed or struck by a hidden attacker. (She still loses her Dexterity bonus to Defense if she’s immobilized, however.)
Using the Bene Gesserit training to further hone her skills, the Adept increases the bonus received from her skill focus feat doubling it.
The Adept’s sneak attack damage increases by +2d6.
Greater Weirding Abilities: [5th, 10th, 15th Levels]:
An Adept can heal her own wounds. She can heal a number of hit points of damage equal to twice her current Adept level each day, and she can spread this healing out among several uses.
An adept can slip magically between spaces, as if using the spell dimension door, once per day. Her caster level for this effect is one-half her Adept level (rounded down).
If an adept can successfully target an individual with their voice ability they can place a post-hypnotic suggestion in the target’s memory. When the command word is uttered the target will be paralyzed for the next 3 rounds. The effect can be activated by anyone who knows the command word and utter it within earshot of the target. The command word can only be used once and lasts only for a number of days equal to the Adept’s Bene Gesserit level.
If an Adept can successfully target an individual with their captivate ability, they there after receive a +5 on all charisma based checks involving the target.
After 1 round of combat, the Adept can designate one opponent and gain a +2 bonus to attack against that opponent. An Adept can only designate one opponent at a time
The Adept’s Sneak Attack damage increases by +2d6.
The Bene Gesserit’s knowledge of human anatomy and controlled precision combine to allow her attacks to also weaken and hamper her opponents. When the Bene Gesserit succeeds in making a Sneak Attack The damaged opponent also takes 2 points of Strength damage.
Gender: Female Only
Alignment: Non-Chaotic, Non-Evil
Caster Level: 5th Level
Ability: A Charisma of atleast 15
Special: Must join a Bene Gesserit Chapterhouse and undergo the Nerve Induction Pain Ceremony and survive.
Class Statistics
Hit Die: d4.
Class Skills: The Bene Gesserit’s class skills (and the key ability for each skill) are Appraise(Int), Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Gather Information (Cha), Heal (Wis), Intimidate (Cha), Jump (Str), Knowledge (all skills, taken individually) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Sense Motive (Wis), Speak Language (Int), Spellcraft (Int), Spot (Wis), Survival (Wis), and Use Magic Device (Cha).
Skill Points at Each Additional Level: 4 + Int modifier.
Class Features
All of the following are class features of the Bene Gesserit Adept.
Weapon and Armor Proficiency: Bene Gesserit Adepts gain no new proficiencies.
Gesserit Sign: (Ex) [1st Level]: The Adept gains a free bonus language, Bene Gesserit Sign Language
The Voice: (Ex) [1st Level]: At 1st level, an Adept can use powerful suggestions to command others. As a full-round action, a Bene Gesserit Adept can attempt to crush the will of an opponent, forcing them to do her bidding. The Adept can only attempt Voice on one target at a time, and the target must be within 30 feet and able to see, hear, and understand the Adept. A target that fails a Will save (DC 10 + Adept’s level + Cha Modifier) becomes unable to do anything except obey the Adept for 1 round for each Bene Gesserit Adept level. The commanded target temporarily loses all previous allegiances and adopts a singular, unswerving allegiance to the Adept. If the Adept commands its target to do something blatantly self-destructive, the target can make a Will save to break the Adept’s control at the same DC with a +4 bonus to resist. If the save succeeds, the target becomes free-willed and regains its previous allegiances. The Adept can select from the following sample commands:
- Approach: On his turn, the subject moves toward the Adept as quickly and directly as possible. The subject may do nothing but move during his turn, and he incurs attacks of opportunity for his movements as normal.
- Drop: On the subject’s turn, he drops whatever he is holding. The subject can’t pick up any dropped item until commanded otherwise, or the Voice wears off.
- Fall: The subject immediately falls to the ground and remains prone until commanded otherwise (or the Voice wears off). He may act normally while prone, but takes any appropriate penalties.
- Flee: On the subject’s turn, he or she moves away from the caster as quickly as possible until commanded otherwise, until the duration of the Voice. The subject may do nothing but move during his turn.
- Halt: The subject stands in place until commanded otherwise (or the Voice wears off). The subject may not take any actions, but may defend him or herself normally.
If for whatever reason the subject can not carry out the caster’s command on his next turn, the Voice automatically fails.
Litany Against Fear: (Ex) [6th Level]: The Adept adds ½ her Bene Gesserit level to all will saves against fear effects.
Minutae: (Ex) [6th Level]: At 6th level, the Bene Gesserit has trained her senses to notice minute details in body language, speech and posture that others wouldn’t. The Adept gains a Competence bonus equal to ½ her Bene Gesserit levels, to all Spot and Sense Motive checks
Internal organic-chemical control: (Ex) [11th Level] The Adept gains immunity to all poisons, a +2 resistance bonus to diseases, and the ability to control their Menstrual Cycle completely deciding whether a sexual encounter will result in conception, the gender of the child, and whether the child will be carried to term.
Minor Weirding Abilities: [2nd, 3rd, 7th, 8th, 12th, 13th Level]:
- Prana Bindu (Ex): The Adept gains the Improved Unarmed Strike Feat.
- Prana Nervatae (Ex): The Adept gains the Lightning Reflexes Feat.
- Spell Focus (Ex): The Adept gains the Spell Focus Feat.
- Spell Penetration (Ex): The Adept gains the Spell Penetration Feat.
- Spellcasting (Ex):
An Adept gains a +1 Level to any spellcasting class.
- Charmer (Ex):
The Adept gains a +1 insight bonus on all Charisma-based skill checks.
- Empathy (Ex):
The Adept has a knack for being sensitive to the feelings of others without having those feelings or thoughts communicated in any objectively explicit manner. This innate talent provides a +1 circumstance bonus on checks involving interaction skills (Bluff, Diplomacy, Handle Animal, Intimidate, Perform, and Sense Motive), provided they spend at least 1 minute observing their target prior to making the skill check.
- Fast-Talk (Ex):
The Adept has a way with words when attempting to manipulate a person. With this ability, she may apply ½ her Bene Gesserit level as a bonus on any Bluff, Diplomacy, or Intimidate check three times per day.
- Skill Focus (Ex): Using the Bene Gesserit training to hone her attention, the Adept focuses on one particular skill and gains the skill focus feat.
- Weirding Surprise Attack (Ex):
Combining their training in Bene Gesserit combat arts and attention to anatomy, the Adept is able to make devastating attacks. She gains a sneak attack just as a rogue. Her sneak attack differs only in that it is just +2d6 points of damage as she lacks the specialized training that a rogue has but otherwise follows all the same rules.
Lesser Weirding Abilites: [4th, 9th, 14th Levels]:
- Prana Flurry (Ex):
The Adept gains a Flurry of Blows Attack as that of a Monk equal to half her level.
- Weirding Movement (Ex):
The Adept increases their movement by 5 feet for every three levels of Bene Gesserit they have.
- Greater Spell Focus (Ex):
The Adept gains the Greater Spell Focus Feat.
- Greater Spell Penetration (Ex):
The Adept gains the Greater Spell Penetration Feat
- Spellcasting (Ex):
An Adept gains a +1 Level to any spellcasting class.
- Uncanny Dodge (Ex):
The Adept retains her Dexterity bonus to Defense regardless of being caught flat-footed or struck by a hidden attacker. (She still loses her Dexterity bonus to Defense if she’s immobilized, however.)
- Defensive Focus (Ex): The Adept trains, and focuses on how to defend herself. She gains a permanent +1 dodge bonus to Defense and +1 competence bonus to all saving throws.
- Evasion (Ex): The Adept can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the Adept is wearing light armor or no armor. A helpless Adept does not gain the benefit of evasion.
- Greater Skill Focus (Ex):
Using the Bene Gesserit training to further hone her skills, the Adept increases the bonus received from her skill focus feat doubling it.
- Greater Surprise Attack (Ex):
The Adept’s sneak attack damage increases by +2d6.
Greater Weirding Abilities: [5th, 10th, 15th Levels]:
- Prana Breath (Ex):
An Adept can heal her own wounds. She can heal a number of hit points of damage equal to twice her current Adept level each day, and she can spread this healing out among several uses.
- Weirding Way (Ex):
An adept can slip magically between spaces, as if using the spell dimension door, once per day. Her caster level for this effect is one-half her Adept level (rounded down).
- Command Conditioning (Ex):
If an adept can successfully target an individual with their voice ability they can place a post-hypnotic suggestion in the target’s memory. When the command word is uttered the target will be paralyzed for the next 3 rounds. The effect can be activated by anyone who knows the command word and utter it within earshot of the target. The command word can only be used once and lasts only for a number of days equal to the Adept’s Bene Gesserit level.
- Imprinting (Ex):
If an Adept can successfully target an individual with their captivate ability, they there after receive a +5 on all charisma based checks involving the target.
- Captivate (Ex): The Adept has the ability to temporarily beguile a target through the use of words and bearing. The target must have an Intelligence score of 3 or higher to be susceptible to a captivate attempt, must be within 30 feet of the Adept, and must be able to see, hear, and understand the Adept to be captivated. The target resists the captivation attempt by making a Will saving throw (DC 10 + Adept’s level + Cha modifier). If the saving throw fails, the Adept becomes the target’s sole focus. The target pays no attention to anyone else for 1 round and remains flat-footed. This focusing of the target’s attention allows other characters to take actions of which the captivated target is unaware. The effect ends immediately if the target is attacked or threatened. An Adept can concentrate (vs. target’s will save) to keep a target captivated for additional rounds. The Adept concentrates all her effort on the task and can do nothing else. The target gets to make a new will save each round against the Adept’s concentration check. The effect ends when the Adept stops concentrating, or when the target succeeds on the save. This is a Mind-Affecting ability.
- Cool Under Pressure (Ex): The Adept selects 5 skills. When making a check with one of these skills, the Adept can take 10 even when distracted or under duress.
- Exploit Weakness (Ex):
After 1 round of combat, the Adept can designate one opponent and gain a +2 bonus to attack against that opponent. An Adept can only designate one opponent at a time
- Robust (Ex): The Adept becomes especially robust, gaining an additional number of hit points points equal to her level as soon as she selects this ability. Thereafter, the Adept gains an additional hit point with each level she gains.
- Superb Suprise Attack (Ex):
The Adept’s Sneak Attack damage increases by +2d6.
- Opportune Strike (Ex):
The Bene Gesserit’s knowledge of human anatomy and controlled precision combine to allow her attacks to also weaken and hamper her opponents. When the Bene Gesserit succeeds in making a Sneak Attack The damaged opponent also takes 2 points of Strength damage.
Bene Gesserit | ||||
Level | Attack Bonus | Fortitude Save | Reflex Save | Will Save |
1 | +0 | +0 | +0 | +2 |
2 | +1 | +0 | +0 | +3 |
3 | +1 | +1 | +1 | +3 |
4 | +2 | +1 | +1 | +4 |
5 | +2 | +1 | +1 | +4 |
6 | +3 | +2 | +2 | +5 |
7 | +3 | +2 | +2 | +5 |
8 | +4 | +2 | +2 | +6 |
9 | +4 | +3 | +3 | +6 |
10 | +5 | +3 | +3 | +7 |
11 | +5 | +3 | +3 | +7 |
12 | +6/+1 | +4 | +4 | +8 |
13 | +6/+1 | +4 | +4 | +8 |
14 | +7/+2 | +4 | +4 | +9 |
15 | +7/+2 | +5 | +5 | +9 |
Bene Gesserit | |||||
Level | Special | Spells /day | |||
1 | The Voice, Gesserit Sign | +1 Level to a spellcasting class | |||
2 | Minor Weirding Ability | +1 Level to a spellcasting class | |||
3 | Minor Weirding Ability | +1 Level to a spellcasting class | |||
4 | Lesser Weirding Ability | ||||
5 | Greater Weirding Ability | ||||
6 | Minutiae, Litany Against Fear | +1 Level to a spellcasting class | |||
7 | Minor Weirding Ability | +1 Level to a spellcasting class | |||
8 | Minor Weirding Ability | +1 Level to a spellcasting class | |||
9 | Lesser Weirding Ability | ||||
10 | Greater Weirding Ability | ||||
11 | Internal organic-chemical control | +1 Level to a spellcasting class | |||
12 | Minor Weirding Ability | +1 Level to a spellcasting class | |||
13 | Minor Weirding Ability | +1 Level to a spellcasting class | |||
14 | Lesser Weirding Ability | ||||
15 | Greater Weirding Ability | ||||